The purpose of this study is to examine the effects of using a gamification tool as a new teaching strategy. Specifically, Kahoot! is evaluated as a tool for enhancing student learning. We test the tool empirically in a university class setting in an engineering degree, namely as part of the laboratory sessions of the subject Mechanism and Machine Theory during two consecutive academic years. The students were randomly divided into three different groups (control group, gamification group and writing group) and their results were evaluated depending on the learning method applied during the class. In terms of gamification, this project introduces real-time feedback to stimulate the interest of students and help them use the typical tools an...
Interactive learning that involves students participation and cooperation has been reported to help ...
Abstract This work presents the results of the learning gain provided by gamification applied as an ...
Play is a social-centred process, able to boost motivation and promote learning across all levels an...
This study examines the effects of using a gamification tool as a teaching strategy. Specifically, K...
A novel learning experience that increases student motivation can be created in a learning environme...
Gamification is usually defined as the use of game structure components in circumstances that are no...
In recent years, the adoption of flipped learning as an educational approach has gained significant ...
Pedagogical innovation involving information and communications technology (ICT) may offer teachers ...
The term "gamification" is used to describe the practice of incorporating game elements into non-gam...
There are evidences that Student Response Systems (SRS) encourage student participation in the clas...
The implementation of game structure components into genuine circumstances not ordinarily connected ...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Abstract—Well-designed games are good motivators by nature, as they imbue players with clear goals a...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
This research is focused on the use of gamification as a strategy to enhance students' motivation, e...
Interactive learning that involves students participation and cooperation has been reported to help ...
Abstract This work presents the results of the learning gain provided by gamification applied as an ...
Play is a social-centred process, able to boost motivation and promote learning across all levels an...
This study examines the effects of using a gamification tool as a teaching strategy. Specifically, K...
A novel learning experience that increases student motivation can be created in a learning environme...
Gamification is usually defined as the use of game structure components in circumstances that are no...
In recent years, the adoption of flipped learning as an educational approach has gained significant ...
Pedagogical innovation involving information and communications technology (ICT) may offer teachers ...
The term "gamification" is used to describe the practice of incorporating game elements into non-gam...
There are evidences that Student Response Systems (SRS) encourage student participation in the clas...
The implementation of game structure components into genuine circumstances not ordinarily connected ...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Abstract—Well-designed games are good motivators by nature, as they imbue players with clear goals a...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
This research is focused on the use of gamification as a strategy to enhance students' motivation, e...
Interactive learning that involves students participation and cooperation has been reported to help ...
Abstract This work presents the results of the learning gain provided by gamification applied as an ...
Play is a social-centred process, able to boost motivation and promote learning across all levels an...